ARCHIVES >>> 1/2007

25.01.2007 07:25 GMT

Hello and welcome back to todays news update for Forgotten Hope. This update is to let you know the results of,'s Mod of the Year 2006 vote. Extra special congratulations to our fellow BF2 mod Point of Existence 2, the #1 Mod of the Year for 2006! The #1 Most Anticipated Mod of the Year for 2006 went to the atmospheric and impressive-looking Black Mesa, for Half-life-2.

Forgotten Hope 2 and Forgotten Hope did not go unrecognized, however. Forgotten Hope 2 was voted #2 Most Anticipated Mod for 2006, and Forgotten Hope received an Honorable Mention in the released mods category. Thanks to all the people that voted, but especially for those that voted for Forgotten Hope and Forgotten Hope 2!

Finally, be sure to visit this page on for a special trailer made especially for the awards

Before we get to the goodies, we would like to remind you that all the progress we have made has taken much time and many hands. As always we are on the lookout for more skilled hands to make the work go faster. At the moment, we are particularly looking for skinners and modellers, but will always consider interested applicants in other areas, as well.

Everything in today's update has been seen in some sense before, but has either changed significantly since the last time it was shown, or is being displayed ingame for the first time. Furthermore, all of the model and texture work was created by Rad and coded by ctz. To start things off, we have updated gun sights for the British, German and U.S. armies.

British Sight

German Sight

US Sight

Also from from Rad's workshop is the Panzer III Ausf J (early version). This model was first shown in the news update which announced Forgotten Hope 2's focus on the Western Desert campaign. Now it has taken the field and is ingame. The first Ausf J's manufactured included a 50mm L42 main gun. This was an improvement on the 37mm cannon used in most earlier Panzer IIIs, but was still considered inadequate and was eventually replaced with the harder hitting L/60. The the Panzer III Ausf J was coded by ctz and Rad,

Our last exhibit is Rad's Long Range Desert Group Chevy. This sturdy and flexible vehicle took the soldiers of the LRDG on recon missions, delivery of SAS sabotage teams, and assaults through the trackless depths of the Western Desert. Armament varied, but this one carries a water cooled .303 Vickers machine gun as well as a Lewis Gun, which are also by Rad. The LRDG Chevy was coded by ctz and Rad

That's all for today, but be sure to come back for another Forgotten Hope update. And don't forget to join us on IRC. Feel free to visit our public forums to discuss this update or other news.

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15.01.2007 23:00 GMT

Welcome back for another Forgotten Hope 2 update.

This week the Luftwaffe gets a much-needed boost in the form of their primary fighter aircraft, the Messerschmitt Bf109E "Emil". This variant, the Bf109E-7/Trop, was a common sight on the airfields and in the skies of the North Africa theatre.

The Bf109E-7/Trop was an iteration on the Bf109E-4/Trop, adding a fuel tank slung under the fuselage to extend its range -- a useful addition for long range desert patrols. The Trop designation denotes that the air intake systems were re-engineered to maintain reliablity and performance in tropical climates.

This aircraft is armed with two MG17s mounted on the nose firing through the propellers, and one 20mm automatic cannon mounted in each wing.

The model was created by AceS and Toddel, skillfully skinned by Toddel with wheels by Rad.

It was exported and coded by ctz.

Of course, these aircraft need a place to recuperate and rearm. Digital Assassin created this hangar based on references of the hangar at Castel Benito, Tripoli. Additionally we have a static Stuka undergoing mechanical work created by Lobo from the original model by K96.

That's all for today, but be sure to come back for another Forgotten Hope update. And don't forget to join us on IRC. Feel free to visit our public forums to discuss this update or other news.

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09.01.2007 18:00 GMT

Hello and welcome back to the latest news update for Forgotten Hope. Today we have both our first officially announced map for Forgotten Hope 2: Operation Supercharge by Lobo.

Supercharge was a major British armored offensive which took place in early November of 1942. Geographically, the offensive was aimed at the Tell el Aqqaqir, near the northern end of the Axis lines, but the purpose of the attack was to breach the Axis defenses and draw their armored forces into a costly battle. The offensive was narrowly halted by a counterattack involving most of the remaining German and Italian armor, but with such heavy losses that the Axis positions at El Alamein were no longer tenable, forcing them to withdraw shortly afterwards. Lobo's map depicts Supercharge itself, as well as the opening stages of the pursuit which followed.

El Daba

Tell el Aqqaqir

El Daba buildings were created by Lobo, Rad, and Malsa. Incidental details were by Toddel.

El Daba outskirts

Tell el Aqqaqir sandstorm

Opel wrecks were created by Mange, Jimbob, and ctz. The sandstorm was caused by ctz.

British Airfield Briefing Room

Axis Command Bunker

Nissen Hut created byThe Jackalx2k, Rad, and ctz. Underground bunker by Duke of Holland. Briefing room details, and tunnelling were by Lobo. Oildrums were manufactured by Rad.

Sidi Abd el Rahman

Sidi Abd el Rahman

Houses destroyed by Malsa. Villa by Toddel. Roman temple ruined by Lobo. Other scenic details by Toddel, Rad and Lobo.

Ghazal Stn

Tell el Aqqaqir bunker

Tell el Aqqaqir bunker structure by Lobo.

El Daba

Tell el Eisa

Tower by Rad and Lobo. Other houses by Malsa, Rad and Lobo. Bridge by Lobo. Guard Rails by Toddel.

To help you see how all these images fit together, here is a diagram showing the layout of of Lobo's Operation Supercharge map. It is not an accurate reflection of the final appearance of the FH2 minimaps, however. This "Work-in-progress verision of the Operation Supercharge map was prepared by Sgt. Wedge.

Supercharge WIP Map

As a final item, we are happy to announce a new gameplay feature--command stations. In order to make full use of each sides command assets, the commander needs to be able to communicate with the troops. This requires access to a functioning communications center, some of which may be fixed and some which may be mobile. Command stations can be destroyed, repaired or captured. Shown below are two examples of fixed command stations. The models and textures are by Lobo, and the command station feature was created by ctz.

British Command Station

German Command Station

That's all for today, but be sure to come back for another Forgotten Hope update. And don't forget to join us on IRC. Feel free to visit our public forums to discuss this update or other news.

Tell your Friends